I really think plugin author (monkey0506) must specify those requirements, because he should know better what did he use to compile them with.

Anyway, according to dependency walker, following dlls are required for that plugin to work:MSVCP140.DLLVCRUNTIME140.DLLAccording to what I find in the web, "140" is a version of Visual C 2015. So they probably need that.There may also be the problem, though, that there are different "sub-versions" of VC2015. At least that was true for VC2008 which is required for AGS Editor: we found that not very VC2008 matches, but one very precise package version, which we now include into AGS installer.

If you won't be able to find out why people who have VC2015 installed still cannot run the game, you may try following solution: uninstall all the visual C redistributables you have on system and reinstall them again step by step, checking whether your game works.Of course, it is safer to do things like that on virtual machine, if you can make one.

Hello! I'm in the progress of releasing a Linux version of Heroine's Quest, and I'm having some trouble getting achievements to work. I've just downloaded the 64-bit plugin from the link above since that's a newer version, but it turns out the 32-bit link above is a 404. Can someone help please?

Sorry to necropost. I'm finding a number of users are complaining about the same issue Radiant reported. I usually have to send them a non-Steam build so they can run the game. Did anyone uncover a fix for this? The old link to MS Visual Studio 2015 seems to be broken now.

Sorry to necropost. I'm finding a number of users are complaining about the same issue Radiant reported. I usually have to send them a non-Steam build so they can run the game. Did anyone uncover a fix for this? The old link to MS Visual Studio 2015 seems to be broken now.

You do not need Visual Studio, you need Visual C++ 2015 Redistributable libraries. or at least that is what I found last time.

m0ds

Well, I'd be surprised if it's overlooked by you, but is agsteam.dll (and steam_api.dll) in your compiled game folder Dave? Without it windows users will get this error. You can remove either dll from a compiled game folder and you get exactly this error. If they're testing through Steam, have them verify game files (and confirm the dll is in their game folder with the EXE) and make sure you've got the dll's included in your depot!

Having both these files, but getting the error, is pretty much confied to Linux, because it's the "libraries". In some instances you can grab libraries from any of your older Linux game builds and copy them over and they might work. Maybe that necessity of updating the actual libraries has crossed over into windows territory and dll's now, I don't know whether they need to be updated. But you may be able to grab the 2 dll's from an older game of yours that used them and try those (for Windows testers)?

I've updated the Windows DLL downloads for AGSteam to avoid the need for any particular C++ runtime to be installed, which was an oversight on my part in the first place. Will work on updating other download links. Sorry for the confusion.

To be clear, if you're replacing "agsteam.dll" from a game which uses "AGSteam" in the game scripts (e.g., AGSteam.SetAchievementAchieved(...)), then make sure to grab the AGSteam-disjoint.dll and rename it to "agsteam.dll".

To be clear, if you're replacing "agsteam.dll" from a game which uses "AGSteam" in the game scripts (e.g., AGSteam.SetAchievementAchieved(...)), then make sure to grab the AGSteam-disjoint.dll and rename it to "agsteam.dll".

Sorry for the confusion. The AGSteam plugin now uses the AGS2Client interface. To make building for multiple clients (e.g., both Steam and GOG Galaxy) simpler, I replaced the game script struct "AGSteam" with "AGS2Client" in both the AGSteam and AGSGalaxy plugins.

Code: Adventure Game Studio

AGSteam.SetAchievementAchieved("ACHIEVEMENT_01");

Would then become:

Code: Adventure Game Studio

AGS2Client.SetAchievementAchieved("ACHIEVEMENT_01");

The practical upshot to doing this is that if you are using both AGSteam and AGSGalaxy, then you could avoid nastiness such as:

Code: Adventure Game Studio

#ifdef AGSteam_VERSION

AGSteam.SetAchievementAchieved("ACHIEVEMENT_01");

#endif

#ifdef AGSGalaxy_VERSION

AGSGalaxy.SetAchievementAchieved("ACHIEVEMENT_01");

#endif

You would just toggle the active plugin and hit rebuild. Hopefully that makes sense.

The "disjoint" builds preserve the client-specific names ("AGSteam" and "AGSGalaxy") in the scripts, so if your game already depends on those scripts you can use the disjoint build of the plugin.

I've updated the Windows DLL downloads for AGSteam to avoid the need for any particular C++ runtime to be installed, which was an oversight on my part in the first place. Will work on updating other download links. Sorry for the confusion.

To be clear, if you're replacing "agsteam.dll" from a game which uses "AGSteam" in the game scripts (e.g., AGSteam.SetAchievementAchieved(...)), then make sure to grab the AGSteam-disjoint.dll and rename it to "agsteam.dll".

The link doesn't work.

And m0ds: yep the files are in the compiled game folder. If that weren't the case, then NOBODY would be able to run the game via Steam at all.